ProjetAMJV_CR/Assets/Scripts/HealthHandler.cs

60 lines
1.4 KiB
C#

using UnityEngine;
[RequireComponent(typeof(Unit))]
public class HealthHandler : MonoBehaviour
{
[SerializeField] private float maxHealth;
[SerializeField] private float currentHealth;
[SerializeField] private float armor;
private Unit _unit;
public void Awake()
{
_unit = GetComponent<Unit>();
}
public void TakeDamage(float damage)
{
Debug.Assert(damage >= 0, "Damage cannot be negative, use Heal if you want to heal");
currentHealth -= Mathf.Max(0, damage-armor);
if (currentHealth <= 0) Death();
}
public void Heal(float value)
{
Debug.Assert(value >= 0, "value can't be less than zero");
currentHealth = Mathf.Min(currentHealth + value, maxHealth);
}
public float GetArmor()
{
return armor;
}
public void EquipArmor(float armorBoost)
{
Debug.Assert(armorBoost >= 0, "armorBoost can't be less than zero, use UnEquipArmor instead");
armor += armorBoost;
}
public void UnEquipArmor(float armorBoost)
{
Debug.Assert(armorBoost >= 0, "armorBoost can't be less than zero, use EquipArmor instead");
armor -= armorBoost;
}
public void Death()
{
print("you dead");
if (_unit.IsTeamA)
{
GlobalsVariable.AliveUnitsTeamA.Remove(_unit);
}
else
{
GlobalsVariable.AliveUnitsTeamB.Remove(_unit);
}
}
}